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About ARS

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  1. What's the form factor that's more suited for stealth aircraft? Is it the highly jagged, angular form with no smooth curves or smooth curves blending the surface seamlessly with no angular sides? Because if we compare F-117 Nighthawk with B-2 Spirit, both are stealth aircraft, yet their body design seems follow different philosophy (highly angular shape vs smooth blending body respectively)
  2. The one improvement that I wanted for fairings is to let us type the number of fairing height like how some advanced tweakables can be configured by typing numbers instead of slider. That way, my space elevator could be completed by creating 100,000 m high structural part
  3. Is it possible for binary, trinary (or even higher) black hole system to exist (assuming all black holes are equal)?
  4. Is it possible to get radiation poisoning with lethal dose if you eat enough bananas?
  5. An object with a length of 500m and width of 250m that flies around the altitude of Karman line. Using naked eye, if you squint really hard, in broad daylight (assuming you're not blinded by the sun), could you actually see it? Does a high altitude recon aircraft such as U2 or SR71 visible by naked eye (on their highest operational altitude) assuming you know where to look?
  6. Ever heard about Sand Cat? It lives on desert region far from water source (and it's not even a threatened species despite living on such environment)
  7. Are you seriously gonna use propeller boat for exploring Laythe? Not to be skeptical or what, but Laythe is like 80-90% water and it would take hours if not days going from 1 biome to another (back then my boat takes DAYS to travel around Kerbin, even with ramjet engine). You can use jets to power the boat, and it's much easier to set up I think the main problem is that, the stock propeller blades isn't configured for water, and only intended as aircraft engine. You could try replacing the blades with wing parts with lifting surface and see what happen. You can also try rotating paddle configuration placed on the port and starboard side of the boat
  8. Varies due to my computer not powerful enough to run KSP with a truckload of mods. Most of them is just parts mod since I'm more interested in building stuff than exploring
  9. Controlling helicopter is actually very easy once you get used to it (just like EVA). Most people can't figure how to actually increase/ decrease speed, so they added thruster for that. This is a bad idea, don't add another engine. It makes the chopper even more uncontrollable. The rotor is what provides you thrust and lift. In basic, the rotor must be placed directly on the center of mass. During takeoff, do not use full throttle, start slow, steadily raise the throttle until the chopper visibly lifting off. To move forward tilt the chopper slightly downward (slowly press W) so the rotor that provides lifting force downward can push the chopper forward. To move backward, tilt the chopper slightly upward (slowly press S) this will allow the rotor to "brake" the forward movement until it begin to push the chopper backward. Turn the chopper around with A or D before performing the same process to move forward or backward to change the heading. Adding engine for pushing forward is just asking for trouble since it means there are now 2 source of thrust on the chopper that leads to different vector, making it more difficult to control. The main rotor is your lifting engine and your main engine. It not only provides lift, but also thrust by tilting I suggest you use stock aircraft landing gear or structural parts with high impact tolerance (with friction pads) as the landing gear. The thing is, it's very difficult to control your chopper to hover and then lower it to the ground slowly (assuming you play stock). Take note of how much throttle needed at minimum to lift your chopper, this can save you when you try to land. Landing can be done by slowing your chopper first until horizontal velocity becomes as low as possible before cutting of throttle (don't turn off the engine) when your vertical velocity start to drop, raise the throttle (don't forget to deploy your landing gear beforehand) if you think you are going down too fast, don't be shy to throttle higher until you regain some vertical velocity and your rate of descent begin slows down during which you can lower the throttle again (Repeat until you touch the ground, for small chopper, recommended safe landing speed is same like small aircraft (depend on your landing gear)) In short, the control for chopper is as follows (asssuming you're already airborne with 0 m/s horizontal velocity): To move forward: Tilt the chopper slightly downward (W) To move backward/ brake: Tilt the chopper slightly upward (S) Change heading: (A/D + Forward/backward for speed adjusting) Strafe left/right: (Q/E, to cancel strafing, just tilt on opposite direction) Safe tilting angle is around 15-30 degrees, but in emergency can be pushed to 45 degrees. Beyond that, there's a risk of uncontrollable spin (unless the chopper is very tiny and lightweight)
  10. IIRC, there's a mod that could takes this challenge to a literal level (maybe this?), with ore-powered thruster (consumes ore and electricity to fire dirt, gravel and ore chunks as reaction mass from the nozzle using mag-accelerator)
  11. What's the typical minimum range of ICBM missiles? For a weapon designed to deliver nukes to other continents, what's the minimum range where it absolutely cannot be fired because it's considered "too close" (for a weapon with this kind of range, the "close" could mean thousands of kilometers away right?)
  12. If I had to express my opinion, I think the space combat would be fought primarily by kinetic weapons (railguns, coilguns, etc.) over extremely long distance. Energy weapon tend to get weaker with distance, judging from collimation and energy dissipation, while missiles has limited propellant, which, since the target spacecraft could maneuver away (and has way more deltaV than missiles), even tracking would be ineffective if the target could outmaneuver it, not to mention the missile could be shot down (and warships tend to fit defense turrets for that reason). Even if missile explodes, the fragment it creates may not be any different than a hail of highspeed micrometeorite strikes, which, a military-grade warship operating in space is certainly equipped to deal with that. A good weapon would be guided railgun, firing a kinetic slug with course correction thrusters. The initial firing will immediately close the distance to the target before course correction will be made to compensate if the target in maneuvering away for evasive action. No need for explosives, since kinetic energy will do the job. A hull breach is much more catastrophic for spacecraft than shockwave explosions
  13. Do you want a renewable resource that's suitable for long range mission? AFAIK, I never come across a mod that allows you to make xenon gas (I could be wrong though). But if you want mods for sustainable long range mission fuel material, I can think of 3: 1. Buzzard Collector: this mod adds a gigantic (and by gigantic, I mean it. They are roughly 3-5 times the width of ISS) deployable collector dish, available in S/M/L sizes. The dish is extremely fragile, and can only be used in space. When supplied with electricity, it can (very slowly) turn Kerbol wind into fuel (it only generates liquid fuel, which, in vacuum, can only be used by nuke engine). Think of it like a "fuel panel" (that consumes electricity) 2. Solaris Hypernautics: this mod adds 2 new fuel resources: virtual particles and dust, alongside miscellaneous parts such as fuel tanks, boosters, and engines associated with those resources. It's easier to place on craft than buzzard because of much smaller part sizes, but the resource chain is more demanding and/or complicated. Virtual particle requires reactor that consumes electricity to generate said particle, and just that. The trade off is, the thrust is extremely low (even lower than ion) and the electricity demand is extremely high (even more than ion). Luckily, said reactor can also consume xenon to generate electricity (xenon consumption rate is roughly lower than ion engine and much more higher electricity output than fuel cell). The dust resource is more complex: it requires dust collectors placed on the outside your craft to gather dust particles (only work in vacuum) and storing them in dust tanks. The part gathers dust passively, but you can feed it electricity to speed up the process (mind you, the output in passive is so low you need multiple collectors to get reasonable output per minute). After that, you use dust compressor to turn said dust into ore (also costs electricity) before storing it on ore tanks, and then use ISRU to turn said ore into LF, LF/OX or monoprop. The hardest part is setting the balance of collector parts vs resource consumption, but if you did it right, your craft is essentially self-sustaining in terms of fuel 3. GN Drive: this is the "cheat engine" mod for KSP (pun intended). It adds GN particle resources, which can be used for propulsion. The engine is extremely broken because: it naturally regenerates the particle at no cost, sometimes at a rate much higher than particle consumption, act as a reactor with respectable electricity output, can be used as antigrav engine that allows your ship to ignore gravity, and can be overdrived to provide even more thrust. So broken that sometimes it's easier to bolt this engine on unflyable design than fixing it, and the design will fly with flying colors through sheer thrust. Any craft becomes SSTA (to anywhere) with this thing strapped on. The overdrive mode is also handy for testing aerodynamic heating (you can literally reach escape velocity in level flight). The only limitation is your design's resistance against aerodynamic heating and large G-forces (30G with this thing overdrived is normal) as well as it's massive price tag: 40,000,000 kerbucks apiece
  14. Does aircraft bombs actually "whistle" when dropped from aircraft? Quite frequently, in movies and video games (especially if set on WW2 era, but sometimes extend to modern era), the bombs are depicted as whistling as it's released from aircraft until impact (most commonly during carpet bomb scene). What's the cause of that whistle?
  15. So... This is Bisnovat SK-1, an aircraft, built by USSR in 1938. It's intended to be used as a test bed for research into high speed flight I am really curious how the pilot has forward visibility with that cockpit design since it looks like there's no forward facing point of view of the cockpit canopy. Anyone knows anything about it? Thanks